Elorating

French Hussar Semi FFWhen the game starts, send 3 vills to crates and the rest to hunts.Train villagers until you have 14, at which point you click up with the Quartermaster at 3:00 minutes.Ship 3 CDB as your first card.Gather the necessary resources for a house, market, and hunting dogs. Treasures are very useful to speed this up. Age with 14 vills using the Quartermaster at 3:00. While aging, gather enough in order for Gang saw, a trading post, placer mines, and the wood for steel traps. Then start gathering gold for steel traps with 8 vills.(100 food 200 wood 75f 75w 125w)Start steel traps at 4:45When you hit up, send 2 vills to wood crates, 7 to coin, 6 to food, and 2 to wood crates.Ship 4v as soon as you age, and build a stable and 2 houses using 400w.8 cdb to coin and then all future cdb go to food.Queue a hussar at 5:20This will give you 5 hussars at 6:00Ship 700g. When you have gathered 300c and then the 700c from crates, send all vills to food.Ship 700wPlace a barracks and 3 houses.Age with the Exiled Prince at 7:20.Upgrade amalgamation in transition.Villager split is 12f and 12c.When you age up, queue 5 skirms and 5 goons.Potential next cards: 8skirm, 7 skirm, 5 dragoons, 3 cuirassiers, 2 falconets.General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.

Durokan wrote:French Hussar Semi FFWhen the game starts, send 3 vills to crates and the rest to hunts.Train villagers until you have 14, at which point you click up with the Quartermaster at 3:00 minutes.Ship 3 CDB as your first card.Gather the necessary resources for a house, market, and hunting dogs. Treasures are very useful to speed this up. Age with 14 vills using the Quartermaster at 3:00. While aging, gather enough in order for Gang saw, a trading post, placer mines, and the wood for steel traps. Then start gathering gold for steel traps with 8 vills.(100 food 200 wood 75f 75w 125w)Start steel traps at 4:45When you hit up, send 2 vills to wood crates, 7 to coin, 6 to food, and 2 to wood crates.Ship 4v as soon as you age, and build a stable and 2 houses using 400w.8 cdb to coin and then all future cdb go to food.Queue a hussar at 5:20This will give you 5 hussars at 6:00Ship 700g. When you have gathered 300c and then the 700c from crates, send all vills to food.Ship 700wPlace a barracks and 3 houses.Age with the Marksman at 7:20 as you will not have a shipment until you age.Upgrade amalgamation in transition.Villager split is 12f and 12c.When you age up at 9:20, queue 5 skirms and 5 goons.Potential next cards: 8skirm, 7 skirm, 5 dragoons, 3 cuirassiers, 2 falconets.General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.

Durokan wrote:This has a TP, but yeah it runs into problems with being rather slow. If anyone has a build that doesnt send so many colonial shipment I would add it in a part II section of this.

This is the correct build order although you can switch 700w and 700g depending on the matchup. When the 700w arrives remember to slam down all the buildings you want to get the xp immediately so that you almost have a shipment when you hit age 3. Slow age is always bad because in the transition you will stack lots of resources that could be being spent on skirms and goons and also you idle your tc 2 vills by aging slow. If you want to have a shipment once you hit age 3, make a extra 3 huss in age 2.

Durokan wrote:French Hussar Semi FFWhen the game starts, send 3 vills to crates and the rest to hunts.Train villagers until you have 14, at which point you click up with the Quartermaster at 3:00 minutes.Ship 3 CDB as your first card.Gather the necessary resources for a house, market, and hunting dogs. Treasures are very useful to speed this up. Age with 14 vills using the Quartermaster at 3:00. While aging, gather enough in order for Gang saw, a trading post, placer mines, and the wood for steel traps. Then start gathering gold for steel traps with 8 vills.(100 food 200 wood 75f 75w 125w)Start steel traps at 4:45When you hit up, send 2 vills to wood crates, 7 to coin, 6 to food, and 2 to wood crates.Ship 4v as soon as you age, and build a stable and 2 houses using 400w.8 cdb to coin and then all future cdb go to food.Queue a hussar at 5:20This will give you 5 hussars at 6:00Ship 700g. When you have gathered 300c and then the 700c from crates, send all vills to food.Ship 700wPlace a barracks and 3 houses.Age with the Exiled Prince at 7:20.Upgrade amalgamation in transition.Villager split is 12f and 12c.When you age up, queue 5 skirms and 5 goons.Potential next cards: 8skirm, 7 skirm, 5 dragoons, 3 cuirassiers, 2 falconets.General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.

Deck

I have got 1 question. Why do you have the hunting upgrade in age 2 when in standard game almost nobody has time to use?Isnt it better to have unit upgrade instead?

krichk wrote: For some reason, you want the world to know that you're brave enough to challenge thebritish

Durokan wrote:Personal preference, I like Spice Trade. I guess you could have advanced arsenal in there. Though, I have found I tend to send advanced arsenal almost never.

I like to cut refrigeration or royal mint and have a merc card instead (either br or jaegers) they aren't used often, but I'd say probably more often then the Eco upgrades and they have more of an impact imo.

In later Fortress it's a huge boost actually, after you send all the important cards, Refrigeration gives you 20% bonus on gathering food, so if you have let's say 20 vills on food, it gives you 4 invisible settlers. The latter, the more of a bonus it will become. For me it's a no-brainer in every European deck, along with Royal Mint.

I play some French and when I know I'm not gonna be heavily harrassed in the 2nd age (like vs China), I pick a deck with no 600 gold as it's unnecessary and instead choose AA (strong upgrades on skirms, and additionally on artillery, but that doesn't really matter) or Wilderness Warfare, which is cool since CDBs may also be useful in fights. Sometimes I even put both of these cards and get rid of one age 2 cav upgrade (usually leaving the HP upgrade).Tbh, after giving it some thought now, I can't recall shipping 700f in the past more than like 2 times, but I often have it just in case. I think I should change it now... :)

Honestly i think both age 2 cav upgrades are unnecessary because they only affect cuirs. I would probably replace them with skirmisher attack and either RI HP or WW (they basically have the same effect).

sdsanft wrote:Honestly i think both age 2 cav upgrades are unnecessary because they only affect cuirs. I would probably replace them with skirmisher attack and either RI HP or WW (they basically have the same effect).

Yes, but you rarely send those two cards in age 2 where they would affect hussars. In most MUs i would prefer the skirm upgrades over cuir/huss upgrades though in a few (Russia for example) either one could help.